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本文综合了 PPM Forum 上 Allied General 大神的教程以及 RA2DIY 上 kenosis 大神的教程,并经本人实践调试总结而成。

Allied General 的教程

kenosis 的教程

总体思路

一、泰矿对步兵的毒害:用矿石闪光动画刷出粒子从而伤害。(kenosis使用动画刷碎片的方法,但我在实践时失败了)

二、(蓝色)泰矿爆炸:给宝石加上Explodes=yes并用爆炸动画刷出碎片从而引发连锁反应。
(当然,你或许需要泰伯利亚矿石的模型。自己想办法找吧。)

具体代码

Tiberium Damage

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;******* in RULSEMD.INI *******

[AudioVisual]
(......)
OreTwinkleChance=1;30 ; At map startup, there is 1 chance in N that a cell with ore will get a twinkle anim.
;I alter this value to make the damage continous
(......)

[Particles]
(......)
XX=OreGasPart ; "XX" is an ordinal

[Warheads]
(......)
YY=OreWH ; "YY" is an ordinal

[OreGasPart]
Image=none ; its invisible
MaxDC=15 ; how many frames before damage occur, keep it small so damage occurs quickly
MaxEC=60 ; how many frames this last for, keep it small to reduce lag
Damage=15 ; how much it hurts, this damage ignores tags such as ImmuneToPoison even if the attached warhead is Poison=yes
Warhead=OreWH ; the scissors, paper, rock of the damage
StartFrame=0 ; best not to mess with this
EndStateAI=20 ; best not to mess with this
WindEffect=1 ; determines how far this particle moves from its starting position (defaults to 0)
BehavesLike=Gas ; best not to mess with this
StateAIAdvance=4 ;; best not to mess with this

[OreWH]
CellSpread=1 ; area effect damage
PercentAtMax=1 ; keep damage high
Verses=100%,100%,100%,1%,0%,1%,0%,0%,0%,0%,0% ; maybe you should change the armor of your SLAV to spcial_1
ProneDamage=300% ; multipler to apply to damage when infantry use prone sequence in art.
InfDeath=8 ; virusdie

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;******* in ARTMD.INI ********
[TWNK1]
LoopCount=-1 ; this animation plays forever
RandomLoopDelay=120,300 ; this gives a delay on the anim playing
DetailLevel=2 ;I don't know what's this, best not to mess with this
HideIfNoOre=true ; dont play this anim if no ore present
;Trailer=TWNK2 ;I tried and failed
;SpawnDelay=1 ;sorry, the Great kenosis
SpawnsParticle=OreGasPart
NumParticles=1 ; the number to spawn, keep this low to minimise lag

Tiberium BOOM!

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;******** in RULSEMD.INI *********

[General]
(......)
BarrelExplode=EXPLOLRGX;EXPLOLRG ; exploding crates animation
;I convert it because many warheads use EXPLOLRG as its AnimList, and I need distinguish from it.
(......)

[CombatDamage]
AmmoCrateDamage=200 ; damage generated from exploding ammo crate overlay
;Tiberium explosion damamge, but you'd better not to mess with this
(......)
C4Warhead=Super ;gs HE ;gs What? C4 sets a timer that forces the destruction of a building. This warhead is used throughout the code to mean "Absolute damage" ; this is the warhead that C4 uses to damage buildings
;Tiberium explosion warhead, DON'T alter this!!!
(......)

[Animations]
(......)
WWWW=EXPLOLRGX ; "WWWW" is an ordinal
ZZZZ=GEMDBR ; as above

[GEM01]
Name=Gems
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=140,0,140
;Land=Rock
;ChainReaction=no
;CellAnim=BIGBLUE
;Image=GEM01
;NoUseTileLandType=true
;DrawFlat=false
Explodes=yes

[GEM02]
(......) ;leave out
Explodes=yes

[GEM03]
(......) ;leave out
Explodes=yes

[GEM04]
(......) ;leave out
Explodes=yes

[GEM05]
(......) ;leave out
Explodes=yes

[GEM06]
(......) ;leave out
Explodes=yes

[GEM07]
(......) ;leave out
Explodes=yes

[GEM08]
(......) ;leave out
Explodes=yes

[GEM09]
(......) ;leave out
Explodes=yes

[GEM10]
(......) ;leave out
Explodes=yes

[GEM11]
(......) ;leave out
Explodes=yes

[GEM12]
(......) ;leave out
Explodes=yes

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;******** in ARTMD.INI *******

[EXPLOLRGX]
Image=EXPLOLRG
Translucent=yes
UseNormalLight=yes
Report=Explosion09
Crater=yes
Scorch=yes
TrailerAnim=GEMDBR
TrailerSeperation=1

[GEMDBR] ; maybe you need a shp with only ONE pixel
Elasticity=0.0
MinZVel=12.0
MaxXYVel=10.0
ExpireAnim=TWLT026
Damage=20
DamageRadius=100
Warhead=HE
IsTiberium=true
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
;DetailLevel=0
RandomRate=220,500
Bouncer=yes
TiberiumRadius=1
TiberiumSpawnType=TIB01 ; GEM to ORE :)

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